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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Piterplus 

#361

You are right, thanks for correction.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#362

Heh, I noticed a minor bug with Eduke multiplayer: if you are showing the Menu, models will stop the frames, although the game is nor paused if you use Menu in multiplayer.
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User is offline   Plagman 

  • Former VP of Media Operations

#363

I tweaked a server setting that could cause people checking out/updating the HRP svn to get 403 error messages. If you still get these errors from time to time, please let me know when that happened so I can look it up in the logs and tweak the server accordingly.
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User is offline   Piterplus 

#364

I use Rapidsvn and still get this message while trying to create local copy of repository: Server sent unexpected return value (403 Forbidden) in response to PROPFIND request for '/polymer_hrp'
Didn't have such a problem with eduke32 svn.

Last revision of polymer hrp svn (changes provided by Loomsday) has some missing files 0302_n.png, 0381_n.png, 0381_s.png.

This post has been edited by Piterplus: 07 December 2009 - 03:02 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#365

Does it work better now? You shouldn't get any more 403s. As for the missing textures, I'll provide you with an account so that you can commit them yourself.
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User is offline   Piterplus 

#366

Thanks a lot, it's OK now.
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User is offline   NightFright 

  • The Truth is in here

#367

Polymer HRP Update v4.2.035 (18.9 MB, see signature link) contains all Loomsday additions plus

+ PNG optimization for all all Loomsday tiles
+ #381_n/s commented out in textures.def (fixes error messages in eduke32.log)

Should someone add the missing textures, just remove the "//" in textures.def. #302_n is still missing, but also not defined, so no def error is caused/logged.

All these changes are included with latest SVN revision.

This post has been edited by NightFright: 07 December 2009 - 12:34 PM

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User is offline   Roma Loom 

  • Loomsday Device

#368

normal for #302 will come up later, it didn't turn out well in game so I haven't uploaded it, but the gloss for it was ok and was defined and uploaded. Same for #381 - normalmap isn't that good yet to be uploaded, just forgot to comment it out. Thanx for the notice.
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User is offline   Piterplus 

#369

I see now, Roma Loom =Loomsday. I have guessed so , but I wasn't sure :lol:
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User is offline   Roma Loom 

  • Loomsday Device

#370

:lol:
recreating tiles #0206 to 0215 atm.
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User is offline   gt1750 

#371

Here are some normal and specular maps I just made using Crazybump demo. Nice little tool, that :lol:

http://www.mediafire.com/?am2tvz2jtmh

Tiles 472,477,770,780,786-788,800,1100 + definitions included

Preview:

Posted Image Posted Image

This post has been edited by gt1750: 08 December 2009 - 04:09 PM

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User is offline   Spiker 

#372

Nice! Although I don't notice much difference in the cinema shot.
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User is offline   gt1750 

#373

I went for a subtle effect, the leather and fabric can't be extremely glossy. You'll notice the difference in game.
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User is offline   Roma Loom 

  • Loomsday Device

#374

Yep. CrazyBump is very handy, but from my experience it's suitable only for 30-40% of current HR tiles. The ones I'm currently making couldn't be properly handled with it. Same goes for specular maps, many of textures require some handwork before or after putting them into CrazyBump. Also there's a real problem with current HR textures, many of them have strong shadows which requires complete recreation of the texture.
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User is offline   NightFright 

  • The Truth is in here

#375

Polymer HRP Update Pack v4.2.036 (22.6 MB, signature link)

Includes gt1750 normal/specular maps. Also included with SVN (rev 36).

This post has been edited by NightFright: 09 December 2009 - 12:05 PM

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User is offline   supergoofy 

#376

@NightFright, the link from Plagman: http://www.plagman.n...polymer_hrp.zip
is for revision 15 and not the 17. Somewhere in the topic I posted the full revision 17 downloaded with TortoiseSVN.
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User is offline   NightFright 

  • The Truth is in here

#377

But I thought Piterplus wrote that the builds were identical?

Anyway, maybe we get another full beta release ready soon, to avoid confusion. ^^
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User is offline   Roma Loom 

  • Loomsday Device

#378

View Postgt1750, on Dec 9 2009, 04:30 PM, said:

I went for a subtle effect, the leather and fabric can't be extremely glossy. You'll notice the difference in game.


I dunno why but there are problems with some of you normalmaps, the RGB channel for #770 for example looks like this:


P.S. There shouldn't be any black spots at all otherwise the texture appears ingame with noticable glitch.
P.P.S. Why are some of your specular maps colored? Shouldn't it be 8bit greyscale PNG? - it reduces file's size greatly.

[EDIT] Shit. It appears that your files in the pack you uploaded are ok.. and somehow they got corrupted after tranferring to SVN, looks like they got ownt by some png optimization tool NightFright uses...

Attached thumbnail(s)

  • Attached Image: 0770_n.jpg


This post has been edited by Roma Loom: 09 December 2009 - 03:51 PM

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User is offline   Roma Loom 

  • Loomsday Device

#379

Shit.. my normalmaps got corrupted too after png optimization tool. Revert please.
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User is offline   supergoofy 

#380

@NightFright, I can upload only the few files that changed between revision 15 and 17, thus you can include them to your update pack if needed.

[edit]
From what I see, only 3 files changed/added in revision 17 against revision 15:

hrp_readme.txt
2548_freezer.jpg
2548_freezer_f.jpg


So you can include the 2 .jpg files to your update pack, if they are not already included.

This post has been edited by supergoofy: 10 December 2009 - 01:29 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#381

View PostRoma Loom, on Dec 10 2009, 01:57 AM, said:

Shit.. my normalmaps got corrupted too after png optimization tool. Revert please.


It looks like the tool assumes regions with an alpha of 0 aren't going to be needed and removes them. Either stop using this tool or uncheck this option. This assumption is bad and will cause corruption for all textures, not just normal and specular maps. Please double-check every texture you used this tool on.
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User is offline   Piterplus 

#382

View PostRoma Loom, on Dec 9 2009, 10:21 PM, said:

Yep. CrazyBump is very handy, but from my experience it's suitable only for 30-40% of current HR tiles. The ones I'm currently making couldn't be properly handled with it. Same goes for specular maps, many of textures require some handwork before or after putting them into CrazyBump. Also there's a real problem with current HR textures, many of them have strong shadows which requires complete recreation of the texture.


Thats true.
Most of normal map I've done was made from specially prepared textures (It was not so hard since I have all the layers in my sources).
Some of them was made solely for creating normal map. So, it was not just "lets put them in crazybump and see that it've done".
For example, 5510:
Ingame texture (obviously not ready to be "crazybumped"):
Posted Image

Here is right one (handmade):
Posted Image

This post has been edited by Piterplus: 10 December 2009 - 01:44 AM

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User is offline   gt1750 

#383

View PostRoma Loom, on Dec 10 2009, 12:42 AM, said:

I dunno why but there are problems with some of you normalmaps, the RGB channel for #770 for example looks like this:


P.S. There shouldn't be any black spots at all otherwise the texture appears ingame with noticable glitch.
P.P.S. Why are some of your specular maps colored? Shouldn't it be 8bit greyscale PNG? - it reduces file's size greatly.

[EDIT] Shit. It appears that your files in the pack you uploaded are ok.. and somehow they got corrupted after tranferring to SVN, looks like they got ownt by some png optimization tool NightFright uses...


The specmaps are colored to slightly change the color of the highlight. If you think it's not noticeable in game, the specmaps can changed into greyscale.
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User is offline   Plagman 

  • Former VP of Media Operations

#384

It's going to be the exact same in-game speed anyway, so I'd vote to use the most detailed RGB specular maps possible.
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User is offline   Roma Loom 

  • Loomsday Device

#385

I've tried to see how color spec maps work by making diffuse texture complete grey, but the gloss still has the same color as a light source (shrinker in my case)... Does the color gloss really work for you?
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User is offline   NightFright 

  • The Truth is in here

#386

Sorry for the mess, guys! I apologize and have unmade all the PNG optimizations. New SVN revision contains all original versions for normal/specular maps from ANY of you since rev. 17 (64 files total). Rest should be OK.

Polymer HRP Update v4.2.037 (25.1 MB, see signature link) does contain all these fixes, too - along with the two missing Freezer textures from rev.15 -> 17.

I will probably stop using my optimization tool at least for the normal/specular maps. It never gave me any problems on the standard textures, but it seems the mapping stuff is too delicate for the program. I was using PNG Optimizer - if you know the correct settings for it in order to prevent this, feel free to tell me.

This post has been edited by NightFright: 10 December 2009 - 12:33 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#387

View PostRoma Loom, on Dec 10 2009, 08:37 PM, said:

I've tried to see how color spec maps work by making diffuse texture complete grey, but the gloss still has the same color as a light source (shrinker in my case)... Does the color gloss really work for you?


Materials can only absorb light, not create it. Since the green light from the shrinker only has a green component, materials can just reflect darker green or nothing at all, not change its color. Try shining white light at the material gt1750 created and you should see the colored reflection.
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User is offline   Hendricks266 

  • Weaponized Autism

  #388

NightFright, use Ken's tool, PNGOUT. It takes more time than PngOptimizer, and usually it does slightly worse optimization, but I don't think it will cause any problems.

Plagman and/or Roma Loom, you should email the maker of PngOptimizer with details as to what is done wrong. There is a contact link on the bottom-right of the PngOptimizer page. There is also source code available.

This post has been edited by Hendricks266: 12 December 2009 - 12:36 PM

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User is offline   NightFright 

  • The Truth is in here

#389

The joke with these PNG optimizing tools is, as you know, that they are supposed to (!) reduce file size without any deterioration in image quality whatsoever. Since this is not the case here, it is clearly something which is either not recognized by the program or done incorrectly. Until a new version is released, I will be more careful with its usage.
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User is offline   Plagman 

  • Former VP of Media Operations

#390

The tool just assumes that if the alpha channel is zero the pixel will be fully transparent and never displayed and proceeds to discard the "useless" color information. That assumption doesn't hold if the image is used as a texture without blending or if the fourth channel doesn't describe transparency like with our normal maps. I wouldn't describe that as a bug; it's just that this tool seems aimed at optimizing PNGs for browser usage. An option to toggle this particular optimization on or off would suffice for it to be usable in this case.
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